Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: new animations
New feature: new animations[message #351262] Sun, 15 October 2017 20:32 Go to next message
Flugente

 
Messages:3389
Registered:April 2009
Location: Germany
As mentioned elsewhere, we've now actually have someone who is not only able, but willing to create new animations (even after learning all the necessary oddities we require). Taro has begun creating quite a few animations. Assuming he isn't, dunno, swallowed by the earth or something, I expect to add quite a few animations here. He creates the anims, the rest of discord gives feedback and some scripting help, and I implement the stuff code-side. You might even spot stuff in development on our Discord thingy.

At some point I will likely make a separate how-to thread on how to add new animations to the game, from Taro's blender and animation stuff over .sti weirdness to the rudimentary the basic code change requirements.

Anyway, new stuff here.

Bayonet attacks (r8494 & GameDir r2393):
https://i.imgur.com/l3be2Lv.png
https://i.imgur.com/sxQpmOh.png

Crouched walking with weapons raised (r8496 & GameDir r2397):
https://i.imgur.com/dfpNC7r.png
This should be rather useful - you can now move forward while aiming down a gun simultaneously while crouched. I'll likely make a video of this and other animations at some point.
Edit: As of r8497 & GameDir r2398, I've lowered BP_MODIFIER_WEAPON_READY (which is extra breath cost for movement with guns raised) from 30 to 10, otherwise this movement method will drain you very quick.

Unless explicitly stated otherwise, this is savegame compatible. Using new exes without the new gamedir data will cause your employer to pay your salary in loot boxes.

Note: This thread is intended for stuff that is implemented and committed to the trunk.

[Updated on: Tue, 17 October 2017 22:18]




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If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New feature: new animations[message #351279 is a reply to message #351262] Tue, 17 October 2017 07:04 Go to previous messageGo to next message
Panzer

 
Messages:82
Registered:February 2016
Location: Altis, Sometimes Tanoa
Too early to hope for HMG's in the relatively near future?



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Re: New feature: new animations[message #351282 is a reply to message #351262] Tue, 17 October 2017 12:42 Go to previous messageGo to next message
grim

 
Messages:310
Registered:July 2006
Location: France
Adding new animations is no small feat, thank you for your hard work guys.
Re: New feature: new animations[message #351285 is a reply to message #351279] Tue, 17 October 2017 20:52 Go to previous messageGo to next message
sevenfm

 
Messages:1585
Registered:December 2012
Location: Soviet Russia
Panzer wrote on Tue, 17 October 2017 09:04
Too early to hope for HMG's in the relatively near future?

HMG animation already exists.



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Re: New feature: new animations[message #351289 is a reply to message #351285] Wed, 18 October 2017 13:29 Go to previous messageGo to next message
jercules

 
Messages:6
Registered:January 2015
Location: Perth, Australia
If I recall, weren't the HMG animations incomplete?



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Re: New feature: new animations[message #351294 is a reply to message #351262] Thu, 19 October 2017 00:04 Go to previous messageGo to next message
Hazapuza

 
Messages:263
Registered:February 2009
Location: Finland
That's great! A development worthy of this smiley here. thumbs up

[Updated on: Thu, 19 October 2017 00:04]

Re: New feature: new animations[message #351352 is a reply to message #351262] Wed, 25 October 2017 08:47 Go to previous messageGo to next message
sylar951

 
Messages:54
Registered:December 2013
This is great, lot's of potential there.
Now somebody should make strafing while crouched possible (normal and while aiming). Also same for prone maybe ;)
Re: New feature: new animations[message #351825 is a reply to message #351352] Fri, 29 December 2017 14:59 Go to previous messageGo to next message
CareBear

 
Messages:57
Registered:April 2016
sylar951 wrote on Wed, 25 October 2017 07:47
This is great, lot's of potential there.
Now somebody should make strafing while crouched possible (normal and while aiming). Also same for prone maybe ;)


Ha! That would be awesome. Strafing while crouching is much needed tactical addition, same with rolling while prone. This would make game finally complete as a tactical simulator.
Re: New feature: new animations[message #351902 is a reply to message #351825] Thu, 04 January 2018 04:54 Go to previous messageGo to next message
todd0001

 
Messages:8
Registered:November 2017
"Bayonet attacks (r8494 & GameDir r2393):"
Where to find these files???
Re: New feature: new animations[message #351904 is a reply to message #351902] Thu, 04 January 2018 16:26 Go to previous messageGo to next message
Gopas

 
Messages:109
Registered:June 2016
Location: Norway
What does the small (r) in front of the numbers mean ? and what is a GameDir ? I have been wondering for a long time.



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Re: New feature: new animations[message #351906 is a reply to message #351904] Thu, 04 January 2018 18:32 Go to previous messageGo to next message
edmortimer

 
Messages:1065
Registered:January 2015
Location: Home Free
Quote:

What does the small (r) in front of the numbers mean ? and what is a GameDir ?


r = release, as in "software release 7609"
GameDir = main game directory - the top-level folder you have installed the game into.




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Re: New feature: new animations[message #351908 is a reply to message #351906] Thu, 04 January 2018 19:18 Go to previous messageGo to next message
silversurfer

 
Messages:2320
Registered:May 2009
The "r" stands for "revision". This is a number that gets increased automatically every time someone commits a change to SVN. So many changes mean a big jump in the number from one release to the next.



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Re: New feature: new animations[message #351913 is a reply to message #351908] Thu, 04 January 2018 23:01 Go to previous messageGo to next message
Gopas

 
Messages:109
Registered:June 2016
Location: Norway
Thank you for the quick replies gentlemen , much appreciated happy



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Re: New feature: new animations[message #351921 is a reply to message #351913] Fri, 05 January 2018 05:40 Go to previous messageGo to next message
todd0001

 
Messages:8
Registered:November 2017
How does one use/attack with the bayonet??
Re: New feature: new animations[message #351922 is a reply to message #351921] Fri, 05 January 2018 07:47 Go to previous messageGo to next message
edmortimer

 
Messages:1065
Registered:January 2015
Location: Home Free
Quote:

How does one use/attack with the bayonet??


Cycle through the available firing options using the "B" key - and you will get to "Bayonet".




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Re: New feature: new animations[message #351923 is a reply to message #351922] Fri, 05 January 2018 16:40 Go to previous message
todd0001

 
Messages:8
Registered:November 2017
Thank you!
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